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The NET.PLOTS.BOOK Volume III

----------========== The NET.PLOTS.BOOK ==========----------

Volume III

Compiled by Phil Scadden and Aaron Sher

Editors Note:

Compilation of this volume was originally started by Aaron Sher and has been

completed by me. It contains plot and scenarios for mostly for fantasy RPGs but

some from other genres have also been submitted. (Come on other-genre players -

get you contributions in for Vol IV). Plots have been presented in no particular

order but there is a large Appendix which is a compilation of the responses to

the "On the road you meet..." thread in rec.games.frp.misc. I have made only

minimal changes (spelling usually) to the material as received. I hope everyone

finds this enjoyable and useful.

Authorship of individual plots have been accredited individually with email

address where I had them (missing from some collected by Aaron - if you can

supply please email me). Author attribution is at the top of each plot.Authors

appreciate feedback - if you use any of these try telling the author how you

did. IT MAY WELL ENCOURAGE THEM TO CONTRIBUTE MORE PLOTS TO THE NEXT VOLUME.

Finally, my thanks to all who submitted these plots and especially to Aaron Sher

who dreamt up the Net.plot.books in the first place.

Phil Scadden P.Scadden@LHN.GNS.CRI.NZ 18/2/94

Bring in (temple) auditors

Ben Davis

bjd12@cus.cam.ac.uk

Short

Fantasy

Intrigue

Rural

Local temple (agricultural type goddess) been generally lax and living it up,

not actually doing much work in the way of religion. One of the PCs knows

someone in this temple - is asked to do a favour. The major temple of the same

religion is sending round a small group to "inspect" all the little provincial

places. The report will be both a financial one (audit) and a load of interviews

with the congregation. If the report gets done properly (ie truthfully) all the

priests are in big trouble.

What the PCs are asked to do is to help alter the way the report gets done. The

problem is that _a_ report has to get done, that killing the visitors is a

massive no go, and that the PCs are going to have to alter the perception of the

temple and the surroundings without the visitors realising.

In the version we ran, the PCs got a hand from the priests in that the priests

took care of the congregation (by buying them all drinks etc) and the party only

had to deal with the visitors. They did this by finding out some background (5

visitors), and then seducing 2, getting 1 blind drunk, bribing one, and

blackmailing the last. Thus the report was written by the right people, and no-

one's suspicions were raised.

Misplaced Poison

Ben Davis

bjd12@cus.cam.ac.uk

Short

Fantasy

Any

Investigation

Coastal

Staying in pub - landlady's daughter comes back from playing on the beach in the

early morning to collapse - initial thoughts are that she's ill, further

investigation will reveal she's been poisoned.

Turns out the kids (small group on beach) found a rowing boat aground, with a

case in it. They nicked the case, found it was full of food, and eat it several

die, all very ill (they didn't eat much of the food 'cause they didn't like it -

unusual taste).

Food was being dropped off to be picked up by a caravan passing nearby, where it

would be swapped for an identical case (unpoisoned) and sent on to its buyer, a

powerful alderman (or equivalent) in a nearby town.

So - to help out the landlady the PCs have to sort out a number of things owner

of the boat, realise a caravan was going to be nearby at the time, find out from

the merchant where the food was going, make all the right connections. They

should then meet up with the alderman, who'll realise the attempted

assassination attempt (especially if the PCs have still got a sample of the food

- its a delicacy that's his favourite and that no-one else likes), and may ask

the Pcs to sort out who was behind the poisoning. This will now entail crawling

around the city getting the poison analysed, tracing the boat, the buyer of the

poison and so on. Who's behind it is up to you (as is everything else really) -

I had his son responsible (via a long and convoluted chain.)

================================================================================

Stuck with the ancestors

Ben Davis

bjd12@cus.cam.ac.uk

Short

Fantasy

Horror

Investigation

Any

PCs are dealing with some nomadic tribe (in my version, they were trying to set

up a trade deal with them). Problem - chiefs brother has disappeared in

mysterious circumstances (surprise me) and, guess what, the tribe is mourning

and is not prone to doing business - so, if the intrepid PCs can rescue the

brother, everyone'll be happy.

The brother has in fact tried to visit the ancestral plane to find out loads of

Good Things, meet ancestors etc. He got the instructions from a ghost in an old

ruined hill fort, which he got the location of from a diary he bought from some

other nomads (the PCs can sort all this out with the right clues). He went to

the hill fort, summoned the ghost, and got the spell to open a gate to the other

plane. Unfortunately, the ghost being a miserable bugger, and the brother being

of the trusting and slightly awed sort, the ghost withheld how to get back "for

a laugh". So, the brother successfully built the gate, went to the ancestral

plane, only to discover he couldn't get back. The PCs had better be more

ruthless when talking to the ghost or exactly the same'll happen to them,

The way this scenario goes depends very much on what the PCs do -

when I ran it, the main feat was getting to the hill fort and talking to the

ghost - rounding up the components for the gate and rescuing the brother were

fairly simple compared to that.

================================================================================

Rescue from Water World

Ben Davis

bjd12@cus.cam.ac.uk

Short

Sci-Fi

Quest

Ocean

PCs are asked/hired to go and pick up (if they have a starship) or escort on a

liner (if they haven't) four people from a nearby system. Ideally, get them to

agree before they have much chance to do any background research.

The world they'll be going to is a Balkanised water world. The four people

they're meeting are political dissidents from one of the governments, a

theocracy. The starport is in a different country, a bureaucratic obsessed blood

pressure inducing place.

Unsurprisingly, the four dissidents don't turn up for the rendezvous. Depending

on things, they've either

-been put under house arrest

-been arrested by the bureaucracy for a minor traffic violation (driving a

powerboat without due care and attention)

-or something similar.

The governments concerned (make the planet have at least 4 or 5 for fun) should

be sufficiently twitchy that, when the PCs do eventually find out where these

people have got to, they can't just steam in with guns blazing. 'cause the

military are on standby most of the time, and all hell'll break loose. The way

my PCs got them out from house arrest on a floating hydroponics plant (remember,

its a water world, makes life _much_ more difficult) was to hack into the

theocracy's job allocation computer, have all four of them transferred on a

Police boat (so as not to attract attention) to a nearby oil rig, and took the

boat in transit during an electrical storm (weather conditions on a slowly

rotating (40hr day) water world)

Just for comment, we were using a 2300AD/old Traveller(TM) hybrid (2300AD

characters, Traveller universe, hybrid gear with a touch of Cyberpunk(TM) for

good measure.)

================================================================================

REVENGE

Jan Garefelt

d90-jga@nada.kth.se

Short

Any

Quest

Affliction

Startup

Any

The PC:s get kidnapped in their youth, before starting their career as

adventurers. (This of course makes it difficult for the players to choose a

scholarly profession, but it is not impossible.)

The kidnapper (in our campaign his name was Barbarossa) is really a slaver who

enjoys tormenting his captives before selling them off in a slave market in a

country faaar from the respective PC:s home.

After x years of slavery in {a coal mine, a salt mine, the fields picking

cotton} our heroes get a chance to escape. The escape can be an adventure by

itself.

The PC:s may be from any part of the world. (They may even have problems in

understanding each others language in the beginning.) After successful escape

they by incident see Barbarossa. The word "revenge" suddenly appears in their

minds.

What can they do to hurt the seemingly too powerful slaver?

================================================================================

Will the REAL John Smith please drop dead?

Graham Wills

gwills@research.att.com

Short

Fantasy

Investigation

Rural

The PCs find a freshly dug grave, haunted by the ghost of the victim, who will

follow them around and wake them at nights wailing "John Smith killed me; avenge

my death". They are also hired to hunt down someone who robbed a rich merchant.

His name was John Smith. Whatever. Eventually the PCs will go looking for John

Smith. He is a local farmer, totally innocuous, who lives on a rather isolated

farm near a dangerous area.

When they find him, he tries to zap them with a nasty wand, but after one

charge, he drops it and attacks with a sword. He is berserk, but has very few

hits and dies rapidly. When they get back to town they are told that while they

were gone John Smith left on a boat/caravan/pogo stick. They are confused. They

are even more confused when they are attacked by John Smith.

A shape changer/illusionist has got hold of a neat magic item that is supposed

to make people believe they are someone else. Unfortunately the item is broken

and makes people believe they are one particular person ... namely John Smith,

the first person the item was used on. Undeterred, our villain controls numerous

people, making them John Smiths and occasionally taking on the John Smith

persona to do dirty deeds. Even when there are obviously far too many John

Smiths, he'll keep doing this, as people will be reluctant to kill someone who

could be their wife, brother or mother!

The PCs will have to tackle numerous John Smiths of varying dangerousness and

capture them, determine whether he's a stupid peasant or a high-level evil

genius and deal with the situation.

This is great for low-level types without spells that could solve the problem

rapidly. High-level PCs would just do a Detection type spells and wrap up.

================================================================================

A Dangerous One Night Stand

Author: Charles W. Manry Jr.

cmanry@eecs.wsu.edu

Medium

Any

Affliction

Intrigue

Urban

Setting: Town with 1 or more tavern's, meeting places, etc.

Target is male Pc.

A Pc is on the make, ie. looking for love. A woman comes in and looks over the

place and picks one of the Pc's. She grabs 'em and asks him to come back to his

place. They get into a very *nice* coach. If the Pc asks any questions about

the woman's background she'll say that she is a wealthy widow (she is lying!).

One into the carriage she becomes all hands. Once home, a nice large mansion,

she ignores the servants strange looks and drags Pc up to the bedroom where a

night of passion will commence.

The punch line: The lady is really the wife of mayor/prominent community

leader/miliary leader/etc who has been cheating on her. She's out to get

revenge! The night with the Pc is the method of her choosing!

In the morning the servants, who do their best to ignore the Pc's presence, will

come in and straighten up. They will fold the clothes and bring breakfast. In

the middle of breakfast the husband will come home. The wife will get out of

bed and start throwing their freshly folded clothes all over the bedroom. Mean

while, one of the servants will tell the husband that his wife has company! The

husband will charge into the bedroom and try to kill the Pc. This will be

occurring while the wife is saying to her husband, "Serves you right for

cheating on me!", "He was much better than you", "Oh! I never new what I was

missing until last night", etc. This causes the husband to go into blind rage

causing him to not fight up to this full potential.

Options:

The Pc can try to fight if he gets his weapon. Once this occurs the

husband will calm down and fight to the best of his ability. If the Pc does

kill or wound the husband the wife will attack the Pc. She really still loves

the husband (all well as a few other women!) and will try to protect him. At

this point the Pc becomes just a tool for her revenge. She does not care what

happens to him....

Flee!!!! The husband will chase the Pc into the streets and then stop

saying that he'll get revenge!

Either situations can cause a man hunt for the Pc. The city guards will be

brought into the situation. If caught, you can toss 'em jail, strip them of

$$'s and items, etc. If they flee the town, bring this sub-plot back into play

every time they return to the town. Or send mercs. after the Pc's party to

bring back the one Pc to "justice".

Have fun with this one. Make 'em pay for fooling around with out thinking too

much! 8^).

================================================================================

Magna Carta? Not with this emperor!

David Kurt Spencer

dspencer@WPI.wpi.EDU

Short

Fantasy

Sci-Fi

Intrigue

Urban

This was designed for a rather high level party in a very politically unstable

world. The local government is being treated unfairly by the big federal-style

empire ruling over them and the neighboring cities. The cities are currently in

a state of alliance in trying to overthrow the central government, not through

civil war (unless it comes to that) but through diplomatic means. The scenario

is that the Emperor has a mysterious covert army, made up of people with

assassin-type skills (in RM I use NightBlades). This army kidnaps the Emperor's

heir's fiancee and tells her that they are revolutionaries supporting the

revolutionary alliance. The Emperor then sends a small army force to each city

to take the local government people into custody for questioning concerning the

kidnapping, since he has found "clues that implicate them..." His plan is to

take them into custody, then release the girl who will swear to her grave they

were revolutionaries who kidnapped her, and thus he will have no recourse but to

execute the troublesome barons. The Barons obviously are not going to go

peacefully but then again they don't want an all out war. Have the Barons get

some advanced notice somehow (spies with magic communication or whatever) so

they can prepare. In my world I also had Paladins roaming the streets who

supported the Empire. Now the Baron sends the city into an uproar to fight off

the Emperor's troops. Catch is, the shadow army is here to catch the Baron

alive (poison arrow comes to mind). As for what the PCs are doing, in my

campaign they were rabid revolutionaries and they ran around killing Paladins

and Emperor's troops until they saw the Baron and managed (plot catch) to see a

guy aiming an arrow at him. They save the Baron's life and the Baron thanks

them...and asks them to do him a favor. He's seen them working in the streets

and knows they are good, plus they just saved him. He asks them to go to the

capital city, speak to some of his spies there, and find out where the heir's

fiancee is hidden. If they free her and convince her that the people behind her

capture weren't rebels but someone else in disguise, then the Emperor will have

to call off his troops and a war can be prevented. In my campaign they were also

asked to delay the Emperor's reinforcement troops so they couldn't get to the

city before the Barons were proven innocent. Note, this will probably not be

possible without the PCs having access to some sort of teleportation/

instantaneous travel...

================================================================================

Misplaced journeys in time and space

Loren Miller

MILLERL@wharton.upenn.edu

Medium

Sci-Fi

Exploration

Intrigue

Space

Ship

Background: setting 1998 earth, with incompetent bureaucracy ruling the USA, has

already scuttled NASA and decided to go with a space program under direct

congressional control (!). The ship travels by exploding fusion devices behind

it and travelling forward on the strength of the blast. Obviously it has a very

strong shield on the back. Obviously it is not aerodynamic.

The ship's mission is to go to Alpha Centauri and gather data on whether or not

the system is suitable for human habitation (earth is becoming uninhabitable

because of pollution and mismanagement).

The characters all have hidden motives, as they are all agents of one or another

secret society in the fragmented USA government. They have to depend on a

navputer+, a navigational computer that is programmed to take care of all their

needs. ;-)

The problem is that Djin wants to look at the world after 500 years, and to play

off the humor of all these relics of ancient days wandering around in the brave

new world of 2500 AD. Since the trip to AC will only take about 9 years of

objective time, what to do?

I'm getting an evil idea...

The Navputer+ gets close enough to Alpha Centauri to check it out. Orders sent

in the mean time by genius senator Orrin Hatch's subcommittee on efficient space

exploration have downgraded the importance of human observation on this task.

Quickly confirming that there is no suitable planet for life, the Navputer

decides to continue on to Barnard's star before waking up the crew!

The crew awakens and starts working, then discovers that the starfield is all

wrong and they're not in the solar system they expected, then they notice that

huge gas giant in orbit. They discover a planet in the habitable zone, though

calculations are difficult because of that huge companion planet. They also

discover that they're short on fuel to get back. If they just head back they'll

take about 100 years to make it the 9 ly (or so) back from Barnard's star. After

much racking of brain they find a black hole passing by the solar system, just a

little bit off the plane of the galaxy, and decide to use the black hole's

gravity to give them a boost back towards Sol (it's going that general direction

anyway).

Anyway, after much panicking and gnashing of teeth they go for it. Only

complication is that the acceleration is going to be so strong that no human

will be able to pilot through the black hole. They'll have to go into cryo and

let the navputer (the one that didn't wake them up last time) do the steering,

and don't have a big window for operations on the other end either, since food

is running short.

And finally, the experiment backfires again, though the trip is made at near

light-speed (about 9 years) unpredictable time "currents" around the black hole

make them *go away* for 500 years.

Finally, the heroes awake in the solar system, speeding past Neptune at .9C. Can

they slow down in time to stop at earth, or do they have to depend on earth to

save them? They'll probably try to pull another deceleration manoeuvre, but this

time the only available large body is the sun. Can it stop them without killing

them (is the nuclear shield on the back large enough to shield them)?

At long last the heroes arrive on earth, only to find it is 500 years later,

nobody knows them, and their ship is an interesting relic. Their knowledge of

Barnard's star is dated. The only unique information they have is on the black

hole and the time dilation they experienced. It might be worth big bucks, but

how to use the information?

1. Maybe they can create some kind of time-stasis device? The rest of the

campaign could be a struggle to protect the invention and become industrial

magnates, then eventually rulers of their own demesne, perhaps to sit on the

first galactic throne, all the time struggling against industrial espionage,

cults of personality, eco-terrorists, interstellar teamsters, and the adoring

public.

2. Or maybe another black hole is approaching some important planet

(earth?) and the original crew's data can help them divert it. But the Navputer

was sold for scrap long ago, and the tapes are covered with dust (or were caught

in a flood) since they were stored by an incompetent bureaucrat. The characters

search for the Navputer, which is now running some children's ride in

Spielbergland, etc. You get the idea.

The possibilities, especially for satire, are endless.

================================================================================

The Wayward Princess and the Church of Evil

Robert T. Fanning

Short

Fantasy

Quest

Intrigue

Any

The king or some important noble's daughter was drawn into an evil religion,

which involves drugs, orgies and other corrupting influences. He wants her

back, but she doesn't want to come, enjoying it as she is. In reality, she

is being kept around to encourage his good behaviour, but they won't

hesitate to kill her ( even though she doesn't know it ). If the party

attempts to get her back, she will use the first opportunity to betray them

or escape, but won't do this until the worst possible moment. She could

leave a few tokens on the trail which the PC's would miss. The PC's have no

reason to suspect her. The best way to portray this is to have the

princess, etc being given the best possible quarters for her "prison", which

she doesn't leave. She could also have gained formidable spell powers in a

few months of casting spells within the ethos. This will annoy the players

if they need to take her back to get their reward, especially since they

have made another enemy in the form of the corrupting religion. The

princess can deliberately deceive the players into believing her innocence.

A few red herrings, such as the evil church actually sending out assassins

to kill her, instead of recovering her ( which of course, she doesn't

believe until it is too late after she manages to escape and go back. )

The reason for this is that the king wasn't behaving himself by sending

adventurers after her, especially if the King has just blown it before by

standing up to the evil church because he has come to the decision that he

might have to take the risk and they are about to carry out their threat

because of it, which makes time very crucial.

The best way to give them a time limit is to set a special event upon which

the princess is to be unknowingly sacrificed. If the PC's fail to pull it

off in time, they get no money for their trouble, make an enemy of both the

king and evil church, as well as probably being suckered with a powerful

curse.

================================================================================

Honor Among Thieves

Wayne J. Rasmussen.

wjr@netcom.com

Long

Fantasy

Intrigue

Urban

Town

This is a short adventure for a group of low level PCs. There should be at

least one mage, one rogue, and one cleric in the party. The adventure takes

place in the small town/village of Hartthorn.

Scenario Description:

A halfling thief named Freebag, was once a trusted member of a thieves guild.

Then one day he stole a very large sum of money from the guild. He is currently

in the process of leaving the area where the guild operates. In a village to the

east (Dar-Town is its name) Freebag spent a night in a safe house. While there

he heard of about a wizard who was selling a magic item in Hartthorn. Since

Hartthorn is a growing town and has no guild (the local leader is very strict on

thieves) Freebag decided to go there. Besides, it gets him farther away from

the guild. Freebag meets a small group of halfling fighters and merchants on the

way which let him travel with them. Mostly due to racial trust reasons. He

arrives at Fred's in Hartthorn at start of this adventure.

While Freebag was making good his escape, the guild didn't stand idle. Using

some of their special methods they have placed the rumour about a magic item for

sale in Hartthorn knowing if Freebag heard the rumour he would go after it.

They have done several things like this in all areas out around the guilds area

of operation. They not sure of his whereabouts, but, need time to get agents

into position. A group of these agents arrived in Hartthorn several days ago.

With the agents are two guild members who know Freebag. They will identify

Freebag and stay out of his sight while the other agents do their plan.

The plan is to get the money back by counter-ripoff. Due to the local political

situation, the agents do not want to incur the wrath of the local leader. They

want to get the money back peacefully. The rumour is that a MU is selling a

Girdle of Storm Giant Strength for 4000GP. Interested buyers are to contact a

man named Logard at Fred's. The agents will recover most of the money and let

Freebag go. If forced to, they will use violent means to recover the money.

Players could disrupt this plan....

Players don't hear the rumor, *THIS IS IMPORTANT*, but, overhear the

conversation between Logard and Freebag. If they players decide not to get

involved the events still happen, but, the PCs go on their way. It is nice to

have some adventures which the players decide whether or not to get involved

with. In my game, they didn't pursue them the first time this was run. I

expected the thieves to act as thieves, instead they just hung around waiting

for the GM to lay an adventure in their lap.

PLACES IN TOWN used in this adventure:

Hartthorn Inn: Nice inn, average costs, there is a room for gambling,

individual rooms and a dinning room with the best local food (very good and some

unusual local items.)

Hastings Inn: Poor inn, average costs - substandard rooms, some low life types

in here. Especially the owner! He is an evil low level mage. Hartthorn was built

over the remains of an enemy fort (wooden fortress) which was destroy in a war

150 years ago. The leaders of the winning army were forewarned not to explore

the underground area beneath the fortress. A few years ago, while digging a

large wine cellar, the owner discovered at passage into the area beneath the

fortress. He now charges 1SP or more to let adventures adventure within. The

local leader knows about this but is not concerned.

Ki Rin House: Part of a chain of fine inns and hotels which all go by this

name. This place is two story building, continual lights surround the entire

building and very experienced guards patrol inside and out. Customers are

searched going in and weapons are checked in and locked up. The all doors to all

rooms are in view of each other. Frequented by merchants, mages, and anyone who

can afford the stay (1GP per night at least, meals 1-5 gp). The are mostly good

sorts here. The owner and his wife are powerful in their class. Thieves would

best stay away from here! The owner pulls in a good 120 GP to 200 GP per day

here.

Fred's: In my world, Fred is a god of drinking/pleasure. Many go here to drink

and have a good time. Fred was used in several games throughout the U.S military

in the 70's.

Stable: Good stable, excellent horses for sale!

NON-PLAYER CHARACTERS in this adventure:

Freebag male 1/2ling thief, suberb dexterity, leather amour, foil,

dagger, +1 cloak of protection. Member of the Guild gone bad. Stole from the

Guild and is on the run. He is greedy and loves to flash his wealth around. He

will buy women drinks and try to seduce them. He gambles heavily. He is

staying at the Hartthorn Inn.

****The Guild's Agents****

Leader

Logard male Human Fighter, powerful, nasty, chainmail, long

sword- (2xspecialization with Long sword), dagger, longbow, lance, 1 magic

potion perhaps

Melitiak Male Human Magic User, say 5 spells available and a magic item

Xilia female 1/2elf Thief moderately good, magic weapon

Trank male elf Thief moderately good, magical leather armor and a weapon

Eifpak male human Cleric. Good. Plate & sh, Potion

of powerful healing

GoMoku Male Human Thief, newbie, Potion of powerful

healing.

****End of Guild's Agents****

The Adventure:

A group of 1/2lings arrive in town. Most are fighters, but one is a thief

(Freebag is his name) who has stolen mob money. One of the party members thieves

sees this halfling spending platinum and gold at Fred's. He is buying a man

(Logard is his name) drinks and is talking to him. Freebag gets information

about a magic item for sale (if the players overhear, don't tell them what type

of item unless they are reluctant to do anything). Freebag tips Logard with

10PP and leaves. A woman (Xilia is her name) talks with Logard for a few

seconds then leaves Fred's while Logard stays and enjoys Fred's.

Freebag goes to the Ki Rin house to buy a girdle of Storm giant strength which he

heard was for sale. The halfling will be negotiating with a mu (Melitiak by

name) to by a magic item from him (Melitiak is actually a member of The Guild

trying to get the money back peacefully by counter-ripoff). The halfling states

he must go to his hiding spot to get the large sum of money being asked for the

magic item(4000GP). The two agree to meet back at the Ki Rin house in 24 hours.

This should give the party plenty of time to ripoff Freebag. The hiding spot is

in his room at the Hartthorn inn. The guild didn't know what room he is in and

they don't want to do anything that might look like active thieving if they did.

This could put legal/political pressure on the guild.

WHAT COULD HAPPEN Possible actions:

*****

* 1 *

*****

If the party rips-off the halfling Thief, The halfling's body will be found in

two days in his room murdered (Large lumps on his head are found and his wrists

are rope burned. His throat was slit). With the mob money is evidence letting

the group know that this money belongs to a major thieves guild (Insert Guild

name here!). The mob money totals 4500GP (11JS 48JC 210PP 1150GP). JS is a

Jade Square and is equal to 100GP. JC is a Jade Circle and is worth 25 Gold

pieces.

If the guild has to kill Freebag, they will hang around town and try to figure

out who has their money. If anyone in the party starts to by expensive stuff or

shows off hidden wealth they will become suspected by the guild. If the group

approaches Melitiak to but the girdle of Storm giant strength at this time they

will become suspect. The guild will sell the girdle in this case and get their

money back. This way they succeed in their mission. If the guild suspects

party members they will follow them around and watch them. They may try to

kidnap a party member to get the money back. At worst they will attack them or

enspell them somehow.

When the guild agents get their money back they will leave the town through the

south gate into the fields and then to the wilderness. The guilds agents escaped

to the south and entered an environment controlled by woodland creatures or a

high level magic-user and /or Druid. If the PCs kills a deer hunting for food

(or other woodland types) the group will be geased/quested to kill a creature

which has been killing woodland creatures or hurting the forest. The creature

is a basilisk. The group will find signs of it in an area one day, if they

camp/sleep near this area the basilisk will find them at night. If they find

the lair they could be in trouble! (in it's lair there is some treasure 2000

silver pieces, 400 electrum, 200 gold, 50 platinum, 1 scroll of protection from

undead, and a +1 short sword. there is also a treasure map to a nearby tomb

which contains 20 ghouls, 2 shadows, 14 wights, 1 ghast, and 1 wraith. The map

doesn't mention the undead or that it is a tomb.)

If the group tries to find out who killed the halfling they will get the

following information: Freebag came into town with a group of halflings. The

halflings are staying at the Hasting's inn. Freebag stayed at the Hartthorn

Inn.

Other information found out below if they investigate.

The other halflings will say that Freebag was hauling a heavy wooden chest on

his horse. Freebag joined them in Dar-town and came along for strength in

numbers and racial trust reasons. They know nothing else.

Hartthorn inn: Owner says that he was quiet and paid in advance for his room. He

felt that Freebag had molten gold in his pocket. His daughter (wench) served him

dinner normally. The wooden chest is not in his room.

Wench @ the Hartthorn Inn: Mentions the dinner and wine and that he gambled

after he ate. She will point out a gambler she last saw Freebag with.

Gambler @ the Hartthorn Inn: States that he played cards with him and broke

even. Halfway into the game some other men wanted to join so he gave up for the

night. The men who join the game had been staying in this inn. The two men are

GoMoku and Eifpak. He will give descriptions of the two men. GoMoku and Eifpak

are camping outside of town since Freebag was killed.

Stable man found knocked out: He was guarding the place was knocked out. Nothing

is missing. Freebag's horse is in here. If the hay in the horse stall is

searched they will find the Scroll mentioned above.

A speak with dead performed on Freebag will work if they ask questions about his

murder and who killed him. This is the easiest way for the group to discover the

murderers. Note: the murderers are staying at different inns and they will

leave town if other members of the guild group are caught.

*****

* 2 *

*****

If the group doesn't rip off Freebag for the money, the transaction for the

girdle will go on as planned. The Guild will get it's money back and Freebag

will go on his way with a fake girdle of Storm Giant Strength. Freebag will

quickly figure out that the girdle is a fake and will leave the area under the

Guilds control ASAP. The guild will not take any further action against Freebag

unless he stays in the area. In this case they will have him murdered.

It is possible that the group will try to rob the mage of his money instead.

They must try this outside of the Ki Rin House, Else they will most likely die.

The mage will be surrounded by his friends when he exits the Ki Rin House so if

he is attacked the group should expect some back attacks. If the group wants to

follow him out of town use the plan in the paragraph below.

The Guild group will regroup and leave town two hours after the sale of the

girdle. They will exit through the south gate. If they notice anyone

following, they will move forward quickly and try to setup an ambush. If the

group catches up before the ambush, they will try to run. After having run away

from the group once the PCs gets attacked at night at their camp (unless they

appear to strong to handle) or the group is ambushed the next day. Each member

of the Guild group has 20PP on them. The last guild member will have the chest

of mob money.

*****

* 3 *

*****

If the group tries to get the Girdle from Freebag (non-stealthily) he will first

try to sell it to them for 6000GP. If attacked he will offer to give them some

very interesting information if they let him go (A scroll written in Thieves

Cant relating the safe house in Dar-town). Second, he will boast of his new

found strength and warn the group not to attack him. He will also inform them

of his expertise in fighting with the foil (a lie). If this doesn't work he

will run away, fighting only if there is no other choice. The group will figure

out the girdles quality quickly.

================================================================================

Temple Raid

Wayne J. Rasmussen.

wjr@netcom.com

Long

Fantasy

Affliction

Building

Suggested requirements: This adventure is for a group of thieves of low-mid

level.

Scenario Description: An evil god of thieves demands a sacrifice of a thief

to satisfy his needs. He would desire a non-guild thief, but, any thief

will do. The clerics of this god are trying to find a thief/thieves to

sacrifice. One of the higher level clerics is attempting to get the PCs

into the temple by pretending to be a thief and stating he has knowledge of

rich treasure within it.

Places in the scenario:

Temple of Stoth: A large building with several towers. There are guards below

and apparently none on the outside or at the upper floors of the tower.

NPCs in the scenario:

Matar: Male Human Cleric, Medium level, good leather amour, Gauntlets

of climbing, Ring of feather falling, Platinum ring set with an opal, necklace

of gold and jewels worth 5000gp+, silver bracelet with turquoise setting,

Magical silver lock picks which add +5% of all thieving skills. All his pouches

have material components for clerical spells. He will have at least two hold

person spells and one dispell magic spell memorised.

Stoth: god of thieves- Purpose: to control all Thief related activity.

This is not lawful, this is a selfish power hungry god who doesn't care who

he steps on! He sees crime as anti-law. Notes: Thieves guilds which pay

dues are left alone. In those guilds which pay, many members are also

worshipers. Guilds which don't pay are considered enemies. Non-guild

thieves which are not worshippers are enemies. Enemies are to be "converted"

or removed from the business. Almost all member guilds have clerics in

them, who control or manipulate the guild. The clerics have some thief

skills as well as normal clerical spells, but, they are limited to thieves

weapons and armour. Occasionally, Stoth (his clerics) demand a sacrifice of

enemy thieves.

New Items:

Magic lock picks: Giving to loyal clerics of Stoth who have performed a

remarkable act of thieving. They add 5% to all thieving skills.

The Adventure:

PC Thieves find an NPC Thief (Matar) who wants to raid/burglarise a temple of

Stoth (a nasty god of thieves). They will meet him in any of a variety of

places: a bar, the guild headquarters, adventuring, etc. They have been

targeted for sacrifice. He tries to enlist the aid of the group by speaking of

great riches and magic items!

WHAT COULD HAPPEN Possible actions:

*****

* 1 *

*****

* . * KEY:

* . * * = Stone Wall

* . * .. = Heat Trail

* . * M = Magic User

* . * C = Cleric

******* . ******* F = Fighter

* M > . C * -- = Balcony Ledge

* C >

* T F *

* *

* *

* *

****** ******

* *

* Balcony *

--------------------

If the group goes with him, Matar will insist the group not go through the from

doors as they are guarded. He will recommend climbing the walls up to any of

the balconies which are on the upper levels. He will claim the riches are kept

up there. The guards/clerics will notice Matar's movement and will be waiting

the groups arrival at a balcony. Matar will not be the first person to the top

of the balcony, unless the group insists. The first person to reach the balcony

will sees the heat trail(s) (if he has infravision) upon entering the first

hallway, which is dimly lit by candles, he will see heat trails which led to two

tapestries. One is on the left side of the hallway, while the other is on the

right side. Behind these there is Stoth worshipper's "sacrificial welcoming

committee". They will attack to capture the characters using magic, lasso, and

subdual damage. The should get surprise on the PCs unless the see the heat

trails. Other guards/clerics will arrive if the combat last a long time. The

PCs should concern themselves with escape.

Methods of Escape:

A) Climb back down the wall they came up on. This will be the easiest method

to escape. They will have a free round of climbing if they run immediately

(they do no other actions) upon seeing the heat trails. If they don't see

the heat trails tough luck. At the bottom of the wall below the balcony a

glyph will have been placed after they reached the balcony by a cleric. The

glyph is a paralysing glyph. Saving Throw negates the effect. They will be

pursued for at least 12 turns. The clerics may use find the path to get

them.

B) Attack and defeat the welcoming committee, and escape by racing through the

maze of the temple. This should not be easy because of their unfamiliarity

and the hosts familiarity. This is stupidity on the players part, but, who

knows, they might get lucky.

C) Magic might work. Teleportation or other device such as flying. The PC

should not go to any place public to hide because they will be found. The

clerics have watched them for some time and know their usual public hangouts.

Same goes for their homes. If the PCs have several safe houses which are not

guild related, they might get away with it. Hanging out at a good aligned

temple will protect them from the clerics for sure. Other will depend on the

relationship between all those involved.

If the PCs escape there is a chance that one of their other plans will succeed

in getting them a thief. The chance is 1-5 on a D6 that the players will be

left alone. If a 6 is rolled, the clerics will summon a demon to grab a PC and

return with it alive to the temple. The demon can't enter any good temple, or

within 200 feet of the alter of a non-evil god.

All those thieves who do not escape will be killed that night! Other classed

characters which might somehow be with will be quested to act as a guard for the

temple. This quest will last as long as if the player was charmed, but, at -2

on his intelligence. At the end of this time the may leave.

*****

* 2 *

*****

If the PCs won't come with him, he will break down and cry. He will claim that

he was quested by a good aligned cleric to get back a magical holy item from the

evil temple. He has tried, but, can't get past a trick lock mechanism on a

sliding metal door. The door has a lock on both sides which must be picked at

the same time. The locks reset if the door isn't open or the other lock isn't

unlocked immediately. He needs at least one other thief to help him. He is

willing to let the thief have any and all treasure found inside except the item

he needs.

If the PCs buy this, goto to #1 above.

If they don't buy this, goto #3 below.

*****

* 3 *

*****

Earlier in the evening/day, a thief picked pockets on a non-thief PC in the

group. The thief (Matar) will now show the thieves this item. They will

recognise the item as belonging to the character. Matar will tell them to come

with him and raid the temple or this person will suffer dearly. The character,

has not been really kidnapped for fear of provoking what ever guild might

represent that PC's class.

If they buy this goto #1 above.

If the PC's threaten Matar back, he can be convinced to take the characters

to where the PC is. This is Another trap.

If they PC's fail to get involved, the clerics will react as follows. Roll 1d8

1. Nothing.

2. The next time any of the players commit a theft within the city. The

city guard will get tipped off and the PC will get arrested.

3. The temple will send clerics and thieves to rip off the players homes while

they are adventuring in or out of town. This will happen as long as the PCs

are in town or they join the Temple or one high priest of the church is

killed by any means.

4.Rumours will be spread around the city which will caused people not to trust

them or take their eyes off their activities. The guards will search their

Homes whenever a crime is reported, Merchants will be extra careful around

them, etc. Good deeds performed by the PCs will reduce this.

5. The clerics will ask the PCs to join the church of Stoth. If they accept,

great. If not, roll again.

6. The church of Stoth will hire assassins to kill the PCs. One attempt only.

7. The PCs will find a map detailing a wizards keep and its defences. The map

will be correct, but, the magical defences will be wrong in a very bad way.

8. Problems with the Thieves guild. If the PCs are members roll 1d4)

1. Money is stolen from the guild, PCs help search for it. The money is

found in their home(s).

2. Another Thieves guild has started up. PCs must decide which guild they

will support. The church will really support the guild which the PCs

are not a part of.

3. A guild member joins the group for a city adventure. During the

adventure, someone they encounter is killed. They guild is under

pressure to give the city the killers. The PCs are given over. They

have a chance to prove themselves. The guild member belongs to the

church.

4. PCs are ordered on a mission which, unknown to the guild leaders is a

trap.

If the PCs are not members of the guild they will be offered to join, stop thief

activities in town, or leave.

================================================================================

Map of the Magician's Lair

Matthew Norman Carlson

Short

Fantasy

Exploration

Dungeon

The PC's find a map to an abandoned underground lair - including some

description of the resident of the lair. They recognise the resident and

know that he is long dead (perhaps a high level MU). The map details the

caverns to a great extent (perhaps leaving out some key rooms). The map also

neglects to mention the many traps set throughout the lair - or perhaps

mentions one or two giving the PC's a false sense of security. As for

monsters, are undead boring? They still be around from the MU's days.

Perhaps rodents, snakes, spiders as well. For the main villain a wight or

perhaps a very minor demon (trapped on this plane with the appropriate wards

- "You have entered a room with a large circle engraved on the floor. You

notice this circle because it lights up as the fighter walks into it. The

room suddenly becomes very dark and you hear a low growling laughter."). Or

perhaps the MU is not dead, only very old and quite insane - thus maybe he

has neglected to memorise his higher level spells and sits quietly on his

throne waiting to die (thus not such a formidable opponent). Or perhaps his

last opponent turned him into an ogre or a doppelganger or whatever you want

(maybe using divine intervention to end his spell casting ability).

================================================================================

Space Metal Missing

Soren Parbaek

parbaek@iesd.auc.dk

Medium

Sci-Fi

Investigation

Space

Building

A company has lost contact with a mining planet about 12 h away from the main

base. The mining base is mining a valuable metal. There has been some problems

with the production in the last 2-3 month, and the last time the transport ship

returned, it returned with only a fraction of the normal production.

The PC's are going with the normal transport ship out to the base after a

briefing at the main base.

At the base when they arrive with a complete record/file from HQ. The base

personnel are waiting to fill the transporter as usual. (Yes, as usual...) The

players are invited by the base commander to get the usual tourist guide in the

mining complex. All of the 20 persons on the mining base are equipped with the

usual transmitter, that gives possibility to know where they are at all times.

(Only the base commander can get into this program) When the players are shown

the production facility, an accident happens on a random mining level, where the

leading geologist accidentally falls into the main elevator, where he is crushed

under the stones under the transport up to the production hall. The players in

the production hall will be able to see the bloody stones, and they will think

that this was *NOT* an accident. The base commander breaks down when he sees hes

good friend crushed under the stones, and the base doctor will have to put him

to sleep for 12 h. This should cut most of the party's resources. (This is meant

as a delay and an obstruction for the players) Most of the valuable information

is bound to the commanders personal password.

All the records on the station are *NOT* falsified and they show that there has

been no problems with the station. They have delivered the normal production at

the normal times.

Sidetrack no. 1: The dead geologist, has a photo of a beautiful girl standing on

his bed table, but his personal record shows no such thing. His record has not

been updated by the commander since the connection with the girl happened under

his 2 month leave, from which he has returned from for only 3 weeks ago (He came

out with the last transporter)

Sidetrack no 2: The dead geologist had been offered an other job by another

company. (At the same place where his girlfriend works..). It is a research job,

and he would have taken it when his contract was finished, because he likes to

do research better then to do mining.

Sidetrack no 3: He is doing some research in his spare time together with 2

other scientists at the base. They are working on an analysis of crystals

electronic possibilities. They have found a interesting crystal in a meteorite

on the surface, and is now making some tests...

Solution: The dead geologist *WAS* an accident. The mining station *HAS*

delivered its regularly normal production. At the HQ there was a smart

programmer, that has falsified the messages from the mining station and

redirected the valuable metal to his own bank account.. This should bee easily

found out if the players check the messages logs in the HQ and the base. The

players messages is getting edited before they get through to HQ and HQ's replay

is also getting edited by the programmer before it is sent back to the players.

This will allow the players to get most of the info they need to find out what

is wrong..

I spun a few threads more myself, when I ran the scenario. It took my

players 12h of very exiting and good roleplaying to find the solution. They

did *NOT* like the solution, but if you build it logically up, and make the

communication lines heavy (Long replay times: The computer for the personal

files at HQ has gone down, and is first up in an hour... etc...)

My mining base was a large asteroid with no atmosphere, so the players could

only move in the base and the mining shafts. The mining was run by robots and

the persons at the base were there to plan the mining, maintain the robots and

operate the refinery.

================================================================================

The Isabel Piece

Luis E. Torres

let@reef.cis.ufl.edu

Long

Western

Investigation

Rural

Town

Wilderness

This adventure was originally made for the BOOT HILL western game, but it can be

adapted to any western game campaign.

Promise City, Summer of 1890.

The party has just arrived at Promise City, in El Dorado County, Texas, looking

for Ben Cartwheel, an old friend of one of the PC's father, and rancher of

Promise City. When they get into the town, they see a man dressed in black, with

milky white skin, harassing a young lady in her mid-twenties. The party should

confront the man, who leaves, but not before saying the PCs will pay for this

(There should be no fight, though; we'll need this character for later).

The woman is none other than Elizabeth Cartwheel, Ben's daughter. She takes the

party to the Cartwheel ranch, a few miles out of town, where they meet Ben. He

explains that the man in black name is Montgomery, and he is Mr. G's right hand.

Mr. G is a mysterious and prominent rancher in Promise City, and he "owns the

town". He seldom leaves his ranch, The G ranch, and is rarely seen. Ben also

tells the party about the news of the last two days, mainly, the disappearance

of the town judge, Judge Parson, and also about the kidnapping of the Indian

Chief Sitting Bear, from the Indian reservation to the north of El Dorado

County.

The party will probably accept Ben's invitations and stay for the night. Next

day, they will go to town, and, quite by chance, they will stumble upon Judge

Parson's wagon, a few hundred yards from the road. Next to it is Parson's body,

shot. Examination of the wagon shows that two people were riding on it, one of

them the judge. Marks of horses are seen around the wagon. A few feet from it,

the party finds an Indian feather, the type of feather worn by Indian chiefs.

And they find a small cigar stub.

If the party informs the sheriff, he will say he'll conduct an investigation,

but will be suspiciously uninterested. If the party searches the Judge's office

(inside the Promise City Court Room), they will find a clipping from an old

newspaper quoting some words from chief Sitting Bear, which are underlined: "...

white men have arrived here, sick and bleeding, and we have done for them what

we could, but they died here, sharing their last secrets with me...". They also

find a map, with a red line connecting Promise City with the reservation, and a

name: Richard Flynn.

What's going on:

In the summer of 1880 Richard Flynn, a known thief and outlaw, robbed the

Promise City branch of the First National Bank. At the moment the bank vault was

holding an important shipping of money coming from California, as well as a

number of valuables, the most important of which was a golden necklace speckled

with precious stones, the Isabel Piece. The Isabel Piece, an invaluable work of

art, originally part of queen Isabel of Spain's personal jewellery, made

expressly on the fifteenth century, and supposedly stolen from the Royal Vault

in 1624, had been found by chance among the ruins of an old Mexican town in the

middle of California. Now, while the Spanish Crown, the Government of Mexico,

and the United States waged diplomatic wars to keep control of the newly found

necklace, the necklace itself was being transported to the East coast to be

displayed in a museum. During the Piece's two-day stay at Promise City, the

outlaw Flynn and the two members of his band somehow slipped into the bank and

parted, taking almost all of the money and, of course, the Isabel Piece.

During their escape, Flynn and one of his henchmen were wounded. While under

subsequent pursuit by the regular Army division that was supposed to have kept

the money safe, Flynn divided his band, sending the henchman that hadn't been

wounded in a different direction, to throw off the pursuit. This ploy worked to

a great extent; when the Army finally captured the diverting outlaw, Flynn and

his remaining man had a good four hours advantage. The Army threw itself again

on pursuit. Many hours later, when it was obvious for Flynn that he was going to

be captured, he and his underling hid the booty somewhere along the road. Having

ridden themselves of this bulky weight, they were able to escape and where never

seen again.

The captured outlaw, the one who had been sent as a diversion, was put on trial,

presided by Judge Parson. Parson was not an honest person, and he saw this as

the chance to get his hands on the booty and disappear. The problem was, he had

to find out where the money was hidden. To this end he interrogated the outlaw,

who didn't know where the booty was, but said Flynn's plan was to lay low in the

Indian reservation for a while. Parson conveniently kept this information a

secret. The outlaw was finally found guilty of robbery and hanged, although the

money was never found.

Ten years go by. In 1890, Judge Parson finds a newspaper article written by a

bold young reporter who managed to get inside the Indian reservation and

interview Chief Sitting Bear. One particular sentence in the article struck

Parson: "... white men have arrived here, sick and bleeding, and we have done

for them what we could, but they died here, sharing their last secrets with

me...".

Convinced that those words meant that Chief Sitting Bear had a clue to Flynn's

final destiny and to the location of the treasure, Parson went to the Indian

reservation pretending to be a friendly reporter, and interviewed the Chief

about the secrets whispered by those white men. Confronted by the Chief's

refusal to disclose the dead's secrets, and already without doubt that those

"white men" had been Flynn and his henchman, because of the similitude in the

dates, Parson dropped the pretence and kidnapped Chief Sitting Bear, taking him,

bound and gagged, back to Promise City.

What Parson didn't know is that for the last ten years he had been closely

watched by Mr. G. Mr. G, being wealthy, and also being a jewellery admirer, had

secretly hired Flynn to sneak into the bank and steal the Isabel Piece for him.

The plan went wrong when Flynn, consumed by greed, decided to take not only the

Piece, but also the money, and to doublecross Mr. G. After Flynn's escape and

disappearance, the location of the treasure was as much a mystery to Mr. G as it

was to Parson. However, Mr. G was convinced that Parson knew something

important, and kept a watch on him. That precaution finally paid off.

While returning from the Indian reservation with Chief Sitting Bear, Parson was

ambushed by Montgomery and murdered. Chief Sitting Bear was then taken to the G

Ranch, where he was going to be interrogated.

The Investigation:

Sooner or later the party will start investigating on its own (you should try to

push them a bit). They can ask Ben Cartwheel about who Richard Flynn is, or they

can go to the Promise City Times newspaper (the "newspaper" is published weekly

and is about two pages long). Anyway, they should easily find out about the

Isabel Piece robbery and the mystery of the Flynn treasure. The cigar stub

should point to Montgomery, who usually smokes expensive cigars (you can change

this clue for something more subtle). Of course, if Montgomery is involved, then

Mr. G also is. That would explain why the sheriff is so uninterested in the

case.

After one or two encounters with Mr. G's men (who by now have figured that the

party is meddling around), the party should be ready to sneak into the G ranch

(a big complex surrounded by a wooden fence and guarded by G's men) and save

chief Sitting Bear. (the rescue should be where lots of the action will go).

After being saved, the chief tells the party that Flynn was really with him ten

years ago, and he mentioned that "some important Promise City rancher" had hired

him to steal the Piece, and that he had doublecrossed this rancher. Flynn also

told the chief the location of the treasure, and he tells the players about it.

(you should make the location of the treasure a cryptic message which the

Indians would not be unable to understand because they don't know the proper

names; for example "three gun-lengths north of the division of the river of the

Griffin", where Griffin is the name of a small town; otherwise, you will have to

explain WHY the Indians haven't dug the treasure by themselves!)

The party travels to the cave, possibly having one or two encounters on the way.

There are several possibilities here:

a) The party finds the money and the Piece. Meanwhile, Montgomery has been to

the Cartwheel Ranch, and he has taken Ben and Elizabeth as hostages, in exchange

for the Piece. This is when the final showdown with Montgomery should take

place. Note that Mr. G will probably be a long term campaign enemy.

b) The party finds the money, but not the Piece. As it turns out, the Chief had

had the Piece all along, planning to use it to fund an Indian rebellion. The

only reason he gave the party the location of the treasure was because it would

have been too suspicious to keep quiet after all that has happened. The party

does not know any of this and will be baffled when Montgomery tries to exchange

his hostages for an item the party does not have.

c) While camping on their way to the treasure, the chief makes a fire, to "keep

warm". When the party finds the treasure, an Indian band appears, and surrounds

them. The chief then proceeds to explain that the money and the Piece will fund

the rebellion, and takes the money with him, leaving the party gagged or

whatever. This makes for an interesting situation; now the party must find the

escaping Indians, while evading Mr. G's men, and trying to save Ben and

Elizabeth at the same time. Alternatively, the party may want to help the

Indians in their attempt at escaping their small reservation, and restoring

their rightful lands.

Bandit chase for a fistful of taxes...

Mark A. Thomas

thomas@capitol.com

Long

Fantasy

Quest

Rural

Urban

City

This scenario is designed for lower level characters, however it could be

modified to suit higher level groups. The campaign setting is low magic, and

powerful magic in the hands of the group will make this more difficult to

run. This takes place in and around a small city in the center of a large

rural agricultural area. There are several small hamlets and villages within

a few days ride of the city.

The party is sitting in their favorite bar/temple feeling bored when the

pounding of hooves and the shouts of guards draws their attention outside.

Just as they make it out the door, they see a large group (15 or so) of

armed riders charge out the nearby city gate, pursued by a small number of

city guardsmen. The guardsmen return shortly, and if the players inquire,

they can discover that the local tax collector was just robbed and this

year's revenue from the annual sheep tax was stolen.

Within an hour or so, a guard captain should start visiting various taverns,

announcing a generous reward for the return of the strongbox. The characters

should notice that there is little interest among the locals to pursue the

fleeing tax monies. Questioning locals will reveal that the thief is a well

known bandit that has plagued the town from time to time, He has a fairly

nasty reputation and has killed at least 8/10/14/22 men (depending on who

you talk to. 6 is the real number).

Once the group decides to actually go for the raiders, they should have

little trouble following the trail. It leads straight across country for

several days riding. If the characters are familiar with the area, they will

realize the trail is leading to a tiny village nearby. Sometime before

reaching the village, the party should lose the trail when crossing a river.

further efforts to pick it up should prove to be very difficult. Hopefully

the party will head into the village.

The party should arrive in the village near dusk and find it to be very

deserted looking. The only building that shows any light is the small

fortified tavern at the far end of the village. The tavern is a two story

affair, with rooms above a common area on the first floor. If they go in,

they will find only the tavern keeper standing behind the bar. He will

appear to be nervous and occasionally dart glances in the back room behind

the bar. He will claim to have seen no strangers in town and try to get rid

of the party with the "we close in 5 minutes" bit. Should the characters

check the back room, over the barman's protests, they'll discover 3 bandits

holding the barman's wife at knifepoint.

The bandits will threaten the barman's wife and one of them will whistle

loudly. In short order several more bandits will appear from upstairs and a

few more will enter through the back door. Finally a group of 8 or more will

enter through the front door, dragging the unconscious body of anyone that

was watching outside. The leader of the bandits is in this last group. He is

a rather twitchy looking fellow, armed with a rather large bastard sword and

chainmail. The rest of the bandits are in either leather, scale or chain.

Most are armed with broadswords and short bows. The bandit leader is

mid-level fighter (or high enough that the party will not succeed in taking

him out without help). Most of the bandits should be low level fighters or

thieves. There is at least one with some knowledge of magic. All told there

are 15 bandits plus a leader. Quite a group, but they don't look like much.

Should the players decide to fight, they should be quickly and mercilessly

pummelled into unconsciousness. This is the ideal course ;) Should they not

fight, the bandits will chose one or two characters to rough up with the

goal of starting a fight. The characters will be prevented from leaving, and

eventually, a fight will start.

The characters will wake several hours later with aching heads and bruised

bodies. The bandits will be long gone. As each wakes, they will discover

that any valuables they had have been stolen. They will also notice 2

strangers in the inn. The first stranger is a lean, hardbitten, cold eyed

human wearing dusty riding clothes and a suit of elvan chain. Slung over his

shoulder is a bastard sword with a rather unusual blade (dwarven steel, +2

damage due to hardness/sharpness, non-magical). The second is a tall, broad

shouldered elf, carrying a huge long bow (probably not anyone in the group

that could string it, much less fire it). He is dressed as a noble and looks

somewhat out of place. A glance outside will reveal that the characters

horses are still there, and there are two large well kept riding horses

there as well.

The strangers will be very reluctant to discuss themselves. The human in

fact will not give his name. They will ask about the bandits and try to

obtain all information they can from the party about their movements. They

will head out after the bandits once they have gotten all the info they can

from the group. Should the group suggest an alliance, the pair will resist,

but will eventually be convinced to let the party tag along. They will make

it clear that they are in charge and the bandit leader is theirs to

kill/capture. The bandits trail should be clear from the village, and the

party will quickly realize that the bandits are headed for an abandoned

orchard and farmhouse that lies a days ride away.

The party will arrive at the farmhouse and quickly discern that the bandits

are there. There are about 20 horses tied up in the barn and sounds of a

large group coming from the remains of the farm house. The elf will vanish

into the trees near the farm and the sword slinging human will start into

the farmhouse. The party should be forced to act quickly. In any case,

mayhem will soon start, as the sword swinger heads straight for the bandit

leader, who immediately attacks. The other bandits will spread out and a

general melee should ensue. The sword swinger will concentrate on the

leader, and the bowman hidden in the woods will do the same should the

chance arise, otherwise he will pick off bandits. The party should have

their hands full with the rest of the bandits. Should the party prove

successful, they will find the tax chest intact (magically sealed), and the

two strangers will show no interest in it. They will instead pack the now

dead bandit leader and several of his followers onto horses and leave

without a word. Should the party inquire, they will be informed that there

is a bounty offered for bandit in some nearby city. They will refuse a share

of the reward money. The adventure will hopefully end with the party

returning the tax chest, the strangers collecting the rewards on the

bandits, and everyone happy. Note that the players will find most of their

stolen belongings as well.

Behind the scenes:

The sword swinging stranger should be a mid-level fighter. He has the

advantage of being very dexterous and very practiced with his sword. In my

campaign, he fought as a fighter 2 levels above his current level with his

bastard sword. Also in the first round of combat he always gets the first

swing. He has the disadvantage of being non-proficient with any other weapon.

The elvan bowman is also mid-level fighter with the additional advantage

of having a good dexterity and maximum elvan strength. His bow is a custom

design which adds strength bonuses to damage. He gets an additional attack

per round with the bow, and is non-proficient with any other weapon.

The bandit leader is specialised in bastard sword. He has the benefit of a

good strength and constitution. He is also somewhat insane and enjoys

killing.

Motivation:

The strangers are both bounty hunters with personal grudges to settle as

well. The sword slinger's wife was raped and killed by the bandit leader,

and the elf's father was killed by him. Also the reward for the bandit and

several of his band adds up to 3 times the amount offered for the return of

the chest.

Side Plots:

The players get involved in bounty hunting via the two strangers. Someone

tries to stop the players from reaching the city with the chest. One or both

of the strangers are sorely wounded and the party decides to help them out.

References:

For more info on the strangers and the bandits, watch "For a Few Dollars

More" with Clint Eastwood ;)

================================================================================

An Air of Distrust

Wayne J. Rasmussen.

wjr@netcom.com

Long

Fantasy

Quest

Exploration

Building

Djinn

Efreeti

AN AIR OF DISTRUST

Scenario Requirements: The adventure is set for a group of thieves, who

might be part of a larger group of adventurers. The group should consist of

2-5 thieves of Low-mid levels. Multiclassed characters which having thief as

a class should be allowed. Non-thieves should not be allowed on this

adventure. The adventure is meant to be a short one which could be played

easily in one night.

Scenario Description:

Thieves hear of a magical or monetary prize to be gained from a well to do's

house. While scouting around the house or when they start to burglarise the

place they meet a fellow thief. The thief will offer the group to join him

on the adventure, and will claim to have scouted the area out and have

information which will make the job easy. Unknown to the characters, the

thief is really a Djinni in disguise.

Places in the Scenario:

Well-to-do' house: Called house in the text. A small manse with a wall

around it and a few guards outside. Inside there a creatures protecting the

owners wealth. The owner is a magic user who happens to be away at the time

of this adventure.

NPCs in the scenario:

Ah-Trah: A Djinni of the most powerful type. He is an ultra-genius,

and has the abilities of a high priest and wizard on his home plane. He is

noble and has a large number of servants. He likes to travel to the prime

material plane for fun every few years or so. If he gets killed there he

reappears on his home plane but can't leave it for 1001 days. Many of the

items mentioned in this scenario were made by him. Including any rings of

wishing. The wishes can't be used against him in any way (this includes his

servants and his possessions). He is on the current adventure to get his

ring of air elemental command back (he didn't make it, it is a very powerful

item on his plane). He lost it when he died on his last trip to this plane.

If he is a friend for life of the group he will aid them when he can and

invite them to his castle or go on adventures with them every few years or

so. Some adventures could be on his own plane. Has the sword of the air

with him on this trip and a jar of Keoghtoms Ointment.

Birnleyas Corinthas: A thief which the PCs will meet during the ripoff

part of the scenario. He is around mid-level and is evil. He will think

nothing of stabbing the PCs in the back after the adventure, and won't bear

his part of the combat burden. He has +2 leather armour, +3 dagger, Potion

of speed, and a potion of extra healing. He has an Superb strength, and

legendary dexterity. He fights with a dagger in each hand or with short bow.

New Items in the scenario:

Bag of the Winds: A magical pouch which when opened and a command word

is spoken will blow a very strong breeze in a specific direction. The

direction is fixed and can't be changed. The breeze can be used to breakup

magical gases, such as a stinking cloud, or to power the sails of a ship.

The wind will last as long as the bag is open. There are a few rare

versions of this item which when used aboard a ship will lead a ship to a

specific preset location (a port or an island for example). This has been

used by navies to allow ships to return to port easily and magic user

pirates as a method of finding treasure they have buried on islands.

Dust of Dispelling Air Elementals: When this dust is thrown into the air a

blue field of shimmering energy will emanate from the dust. The dust will

cover a 20' x 20' x 15' area. Each air elemental within the dust must face

a savings throw vs spells at -3. If failed the air elemental is forced to

return to the elemental plane of air. If saved, the creature is

unaffected. There is usually a pouch containing 1d4+5 uses of the dust.

This item doesn't work on the elemental plane of air.

Potion of Protection from Dragons Breath: adds +4 to savings throw vs

any dragon breath for half or no damage! This is a very rare item made only

on the elemental plane of air. A flask will always contain just one dose.

The potion lasts for only 3-12 rounds.

Sword of Air: +2 weapon, +3 vs elementals, Powers: acts as a necklace

of adaptation if you have it on your person (even if in a scabbard), and

user can see through all fogs, mists, gases, even if they are magical, as if

they are not there. Although the sword must be drawn for the second power

concentration is not required.

Talisman of Proof Against Magic: an ornate necklace worn around the

neck which provides the wearer protection from one type of spell. Each

talisman is created to protect against only one type of magic. Examples of

type of magic are clerical spheres or any of the mages schools, but, only

one type. When a spell of the correct type is cast and the wearer is in the

area of effect, no effect of the spell will effect the wearer (even

beneficial spells). The talisman holds a gem of some high value in it which

is consumed when the user is protected. The talisman will not function

again until the gem is replace with the correct type of gem with a certain

minimum value. It takes at least a turn for a skilled jewellery maker to

replace the gem. The talisman in this adventure protects against Alteration

magic.

The Adventure

The PC thieves are at their local fencer of stolen goods selling their swag.

The fence can't offer them as much as they want for their swag. To make up

for it he is willing to tell them some information which could make them

richer if they are willing to accept the offer. If they do, he will tell

the PCs about a shipment which came into town yesterday. One of his most

reliable agents spoke of a treasure which was taken to the house of a

wealthy man. Tell the PCs whatever amount of treasure it might take to get

them into the adventure, the treasure should not be reachable by the PCs!

The fence will also remark that the man left town via ship before sunrise

this morning. He suggests that the PCs could have an easy time ripping off

this mark.

Planning stage:

If the PCs investigate who owns the house they will find out the following.

The house is owned by Larthius, a young man who came into town three years

ago. He bought the manse with cash and has not had many problems. Rumours

state that one time a barbarian broke into the manse on a drunken rampage

but was killed by a lion guard. They can confirm that the man left town this

morning. If the PCs are guild members and investigating the owner they will

get the following as well. The owner does not pay the guild protection money

so it is okay to steal from him. About the barbarian, a thief overheard the

barbarian before he went into the manse claiming he once saw the man summon

a flaming demon. Also, a body was found later in the river which appeared

to be the barbarian. It had burns covering the body. The man has been seen

around a few magic component supply stores. A rumour at the guild is that

the guards at his gate in the wall are charmed. The guild will be able to

tell the PCs where the ship was going when it left with the man. It should

take at least 2 days for the man to reach the destination.

The ripoff:

While scouting around the house or when they start to burglarise the place

the PCs meet a fellow thief. The thief will offer the group to join him on

the adventure, and will claim to have scouted the area out and have

information which will make the job easy. The thief states that he has been

hired by an elementalist (a mage who has elemental based spells) to gain an

item from inside. If asked, he will tell them the item is a ring of

elemental command. His boss will pay with magic items if they will hire on

with him (he won't say what the items are, but, promises the reward will be

worth the effort). He claims to have scouted out the area and needs the aid

of brave thieves. If they refuse the offer he will tell them to leave. If

they get hostile, he will fly away invisible and return to scare them away

with his abilities of illusion. If they accept, he knows all of the outside

layout and of some of the creatures inside. He will seek to avoid combat.

The thief will then tell the players his name "Ah-trah". Ah-Trah is really a

Djinn. He will try and keep his identity away from the group. He is his

own master!

Ah-Trah will avoid combat and will take the PCs on a specific route. If the

PCs want to explore any other part of the manse the will find it extremely

difficult and VERY LETHAL. Use the following order of rooms, hallways, etc

to get the PCs to the final goal.

*****

Over the Wall: The thieves climb over the wall of the manse into a garden

of strange plants. Ah-trah will warn them that Lions roam the garden.

There is nothing of value here. For encounters in this area roll once on

table A below and twice on Table B. For every 3 turns the PCs hang around

the garden roll again on Table A and B (once each). At the end of the

garden is a large crystal doorway.

Encounters:

Table A: Roll 1d6

1: Shambling Mound, # appearing 1,

2: Stirges, # appearing 2-5;

3-6: Lions, # appearing 1-2;

Table B: roll 1d6: Special effects, sounds, and sights

1: A large red flower is seen quickly snapping at a bat flying by. Upon

missing the bat, the flower appears to open up fully and turn in the PCs

direction.

2: The PCs discover the body of the largest lion they have ever seen. It

appears to have been crushed to death in a bloody fight.

3: Far off in the distance a very evil laughter can be heard. Perhaps the

sound of some summoned demon cheerfully torturing a summoner before taking him

back to the abyss.

4: You hear the sound of a nearby foots steps. If the PCs check they will

find one set of fresh footprints in the soft moist dirt of the garden heading on

the same path they are going. They will not find the person who made these

tracks.

5: The ground opens up below the group. Roll 1d20 + 3. If this is

greater than the PCs dexterity he falls into a hole 15' deep with 5' of foul

water in it.

If searched, the PCs will find a piece of leather with marks on it. A

successful read languages will determine: 1) That the marks are those made by

barbarian tribes north of the city. 2) the marks say ""

6: Suddenly, the entire garden goes totally silent. No insects, birds, or

other animals are making any sounds. This lasts for 5 minutes.

*****

The First Room or the Crystal room: Entering from the garden through a

large crystal doorway. This a 20' x 20' by 10' room apparently made from

crystal. There are 2 other doors in the room, one on the west wall one on

the east wall. There are fresh muddy footprints leading to the west exit.

Ah-Trah goes to the west exit.

*****

The First Hallway: A shiny brass hallway,50' long, can be seen here. The

mud tracks continue here. If the PCs walk in the hall way, the hallway

rings/chimes like dozens of bells or chimes are being hit. Ah-Trah will fly

down the hallway, the PCs must move silently to avoid this noise. If the

PCs check for traps before they enter the hallway, they will discover the

sound property of the hallway. They can't remove the chiming effect. If

the PCs make noise, the person in the next room will be alerted. If not,

the PCs will by 90% likely to get surprise on him.

*****

The Second Room: This is 15' x 15' x 15' room made of fine quality woods.

Various types of wood have been inlaid in the floor in a beautiful

patterns. On the floor is a pair of mud soaked soft shoes. There are two

other exits in the room. One north, the other West. PCs will go west.

If the PCs surprise the occupant: You see an average looking male elf

dress in fine leather armour sitting on the floor pulling on a pair of

shoes. He is surprised.

If the occupant is alerted: Above the door frame of the door the PCs

entered through is a male elf thief. He climbed up here when he heard the

noise they made. He will observe them to make sure they aren't guards.

When he is sure they aren't guards, he will reveal himself.

The thief is named Birnleyas Corinthas. He will ask to merge the two groups

(the PCs group and His group, which is himself) and to split any treasure

gained equally. If the PCs agree, he will join them.

If not, he will pretend to leave down the brass hallway. In a turn he will

come back down. He will follow the group, and when they ENTER the room of

Glass spiders he will drink his potion of speed and attack. He will get to

the PCs 3 rounds after they enter the combat with the glass spiders.

*****

The Second Hallway: Just a normal stone hallway which leads to the room of

Glass Spiders below.

*****

The Room of Glass Spiders: This is a 30' x 30' 15' room made of granite

bricks. Inside the room the PCs see 3 dry corpses on the floor. Try to give

the impression that these are some form of undead, perhaps a strange type of

mummy. There is an exit on the north wall. The room contains glass spiders:

They are invisible spiders with invisible webs. The webs are very thin and

incredibly strong. Once stuck on a web, it can only be removed using wine

or other alcohol. Fire will just cause the webs to melt into a pool of very

stick mess. Magical blades will not stick to these webs. There is one glass

spider for each 2 creatures in the party. Poor amour, medium level, 1

attack per round, Damage 1+ special, Special defence invisibility makes them

much harder to hit in combat, and undetectable otherwise. Special damage is a S.T. VS

poison on the bite, failure causes poison damage of 1d3 per round for 4

rounds. Each bite causes this damage to be cumulative. Effect of the webs:

each round that a creature is fighting within the webs, he will get more

tangled in the webs. This has the effect of causing a cumulative -1 to hit

in combat and -1 to the creatures dexterity per round. When the dexterity

reaches zero, the creature cannot move. There is nothing of value on the

corpses or in the room. Ah-Trah will use his djinni powers in this room of:

Gaseous form to get out of the webs, and create wine to get the party out of

the webs.

*****

The screwy hallway: This hallway corkscrews around. There is nothing of

interest other than that. NOTE: Ah'trahs knowledge of the inside ends here.

*****

Puzzle Room One: The room appears to have only one doorway, which is the

doorway the PC entered through. The room is 30' x 30' by 15' and is made of

large bricks of granite. A large iron balance scale(10' tall, 10' wide) can be

seen tilted to the right (unbalanced, there are more bricks in the right pan

than the left pan). In the center of the room is a pile of bricks. Each brick

seems to be exactly the same. Currently there are 11 bricks in the left pan and

24 bricks in the right pan.

Searching the room may find:

If the PC search the pile of bricks carefully (they must voice some strong

interest in it) the might note that most of the 100 bricks here are new and only

a few of them are scratched in anyway.

If the wall behind the scale is looked at it will seem a 12' x 12' section

of it is less perfect than the rest of the walls in the room.

TRICK: The scale is a puzzle lock. No PC skill roll (such as pick locks) will

open this lock. To open the lock the scale must be balanced AND have the

correct amount of weight on it. 10 bricks in each pan will open the lock and

open a passageway. The wall section behind the scale will appear to turn into

mud revealing a passage to the next room. Let the PCs have fun trying to get

through this one.

*****

The Hall of Earth: This Hallway appears to be made from a very black claylike

soil. Walking on the ground here feels like your walking on the back of some

large living creature. Nothing else is in the hallway.

*****

Puzzle Room Two: The hallway ends in a room 20' square on each side. In the

room are two other exits, both exit are on the walls adjacent to the wall where

the PCs entered the room. So Three of the four walls have exits. If searched

for, there are normal chances to find the secret door on the forth wall. To open

the secret door, both locks on the other two doors must be unlocked in the same

round. A knock spell cast over both doors will open it, but, not if cast on the

secret door alone(the mechanisms are the two locks on the doors). By the way,

the locks reset each round, so one thief with picks can't do it. Behind the two

doors are walls of solid granite. The secret door lead to the small hallway.

*****

The small hallway: This hallway is only 4 feet tall and 4 feet wide. After the

party enters the secret door closes. At the other end of the hallway, embedded

in the wall, is a wall safe with a combination lock. This is a false safe!

When the party gets near the safe or opens the safe, the floor of the hallway

rotates downward creating a chute to the next room.

*****

The final Room: The party lands in a smoke filled room. Small fires can be

dimly seen about. A loud evil laughter can be heard from above, and a voice

rings out "Another Group of fools to feed my hunger, I shall enjoy sucking

the marrow from your bones and making toothpicks from your souls" The room

goes quiet, and now the party sees before them a large demonic figure

dripping of oozes. This is an illusion, caused by the Efreeti. If the PCs

attack it, it will be dispelled revealing an enlarged(by 200%) Efreeti

standing in a mass of swirling fire and bright energy. Within the energy

field is a large golden ring. This is the ring Ah'Trah seeks. The ring is

also protected by the energy field which disappears when the efreeti is

killed. The field prevents the ring from moving by any means (wishes

included). It is impossible to get to the ring without killing the efritti!

The field covers the ring and flows to the efreeti. This prevents the

efreeti from going gaseous or invisible. Touching the energy field causes

heavy damage unless able to reduce the effect of a magical attack. The

flames around the Efreeti cause medium burning damage unless able to reduce

the effect of a magical attack.

If Birnleyas Corinthas is still with the group, he will avoid combat and try

to steal the ring by touching the energy field.

When the efreeti dies the energy field dies with him, leaving the ring free

to grab. The party will also discover a large diamond in the wall at this

point. Touching the diamond causes the toucher to Teleport to the Crystal

Room mentioned above. If Birnleyas Corinthas is still alive at this

point(in the crystal room), he will take his potion of extra healing (if not

used already) and attack the group. If he wins, the party is over. If not,

goto What Could Happen below.

What could happen after the adventure is over.

*****

* 1 *

*****

If Ah'Trah and the group find the ring of elemental command he will

offer to take the ring back to his master and will give them each a magic

ring of many wishes (2 wishes per ring) as payment. After they accept this

offer, Ah-Trah reveals his true form, laughs a lot and asks them to drop by

if they are ever on the plane of air (they are life friends).

*****

* 2 *

*****

If the group argues with him or asks to go to his masters place he will

place a bag of beans on the floor and fly away. If the group attacks him

manages to kill him after this they will find only his weapons, the

elemental ring of Elemental Command (AIR) will be gone! Killing him will

give the group enemy on the elemental plane of air, who will send an air

elemental after them once every 1d12 months. Re-roll a new 1d12 months after

each occurrence. The bag of beans will have 8 beans.

* FIRST BEAN PLANTED will cause the ground to rumble and a large mound of clay to

rise out of the ground. It hardens in a round then starts to crack and fall to

pieces. Suddenly, a clay golem attacks the nearest party member if in sight.

If none are visible it will rampage the area. NOTE: don't forget the special

rules for healing wounds from a clay golem!

* SECOND BEAN PLANTED in a 30' by 30' area many bamboo plants shoots up out of the

ground each will 6 to 20 feet tall. Damage 6d8 S.T. vs dexterity -4 for half

damage. If the group cuts down the 6' long bamboo tree in the center they will

have a staff of wonder(25 charges). The tree radiates magic and must be cut

down before 1 turn elapses after it grows or all its charges are depleted.

* THIRD BEAN PLANTED: When planted and watered this bean will cause a large cloud

of black gas to appear within a 20' radius of the bean. If the cloud is entered

you will be blinded (until cure blindness is cast on the character) and then

attacked by an invisible stalker. If the stalker wins, it will leave. If it is

killed, a triple Hit die double damage Stalker will haunt the nearest town until

killed. Whoever kills the second Stalker (the actual killing blow, use

individual initiative.) permanently gains the ability to attack any creature

whose origin is from the elemental plane of air without needing a magic weapon

to hit. Only one character gains this ability! DO NOT TELL THE PLAYER ABOUT

THIS POWER!

* FOURTH BEAN PLANTED: a pedestal appears out of nowhere and has several buttons,

switches, and levers. It will last for 2 hours then vanishes as suddenly as it

came. The buttons, switches, and levers have various effects. Some good, most

bad!

* FIFTH BEAN PLANTED: Nothing appears to happen. But if the bean is dug up a

chest will be found. They won't find the bean! In the chest is a magical censor

with a magic rune on it. If read magic is used, the rune appears to say "Summon

and Be Commanded". It is a censor of summoning hostile air elementals of the

strongest type.

* SIXTH BEAN PLANTED: a tree grows out of the ground. The fruit it bears

resembles diamonds. Every round several of the diamonds fall to the ground a

shatter, any picked by hand are normal diamonds valued at 1000 GP. 1d4 diamonds

can be picked per round by a character and there 25 diamonds in all. The GM

will tell players getting the diamond that they feel that they own all the

diamonds and should not share them with others. 3 turns after the tree appears,

anyone who picked a diamond will be quested (no Savings Throw! They lost the

chance to save by voluntarily grasping the diamonds.) to go to the nearest

temple of air (or other good church) and donate several magic items for

forgiveness (sin of greed) or they must volunteer for a quest or they can avoid

this if they are not ever greedy again (I mean be non materialistic! They must

be generous and give to charities any extra money. etc... Let them know what

their punishment will be if they fail!). If they choose the last and they fail

to be non-greedy, they will be punished by losing all their possessions (where

ever they maybe).

* SEVENTH BEAN PLANTED: in a 50' radius of the bean 50 bookworms appear out of the

ground (good luck! HOPE YOUR MAPS or spell books DON'T GET EATEN!).

* EIGHTH BEAN PLANTED: a large hole (25 radius 50' deep) appears. A very old

large white dragon is in the hole. It will attack directly and without much

thinking (it has been trapped for 100+ years and is very pissed!). It's

treasure hoard is at the bottom of the hole and has normal non-magical treasure

plus the following: a wand of secret door and trap locating, a potion of

animal control, a potion of human control, a potion of frost giant control, a

potion of frost giant strength, a map to a girdle of frost giant strength which

can only be read by the first fighter or thief who tries to read it.

*****

* 3 *

*****

If the group finds out Ah-Trah's true form (and Ah-Trah knows they know

his true form) before the ring is discovered, he will deny it and when the

group finds the ring will reward them with the following items: a ring of

feather falling, a flying carpet, 2 potions of gaseous form, a bag of the

winds, and a ring of 2 limited wishes (to be used for healing he says

firmly). He will not invite them to visit him on his plane in this case!

*****

* 4 *

*****

If Ah-Trah dies during the adventure, he will go back to the elemental

plane of air. The players are on their own. If they manage to get the ring

they will be approached by an agent of Ah-Trah's very soon. In exchange for

the selling the ring they will each get a choice of one of the following

items (a maximum of 4 items for the group and no more than 1 per character,

no duplicate items):

1) a ring of three wishes(limited).

2) a carpet of flying.

3) a scroll of one spell, player's choice from any spell in the books.

4) Sword of Air: see description in the text.

5) Pouch filled with Dust of Dispelling Air Elementals(6 uses): See description.

6) Potion of protection from dragons breath: see description

7) ring of flying.

8) ring of feather falling.

9) Talisman of Proof from Magic (Alteration): See description.

*****

* 5 *

*****

If the PCs die in the fight with the Efreeti, but, Ah'Trah wins and gets the

ring. He will use his wishing powers to bring the PCs back to life. The

wishing will be done back on Ah'Trahs home plane. The PCs will not have any

possessions from before. The wishing will be their reward. Some GMs might

give the PCs some other rewards as well, but, giving them their lives seems

good. Also, there will be a party in the players honor with many air

elemental types in attendance.

================================================================================

Gold Transport

Richard ?

LPR100@psuvm.psu.edu

Short

Any

Guarding

Any

From one place to another (fill in any appropriate places of your world)

goes a huge gold-transport (make up the reason yourself). The PC can act in

many ways: 1) As guards. (Prepare Transport, Guard Transport, Discover Plots

against Transport, etc) 2) As Robbers (!!?!, The transport is of a bad

guys?)

================================================================================

Short plots

Mike Whitaker

MikeW@sdl.mdcbbs.com

Medium

Any

Affliction

Quest

Intrigue

Any

Well, there's the standard "save the world" goal... I've run a few of these

kind of campaigns, and I've found, as I acquire experience at it, that the

focus of this kind of campaign has switched from "'Da Bad Guy' is

threatening to destroy the world - kill him" (I'm sure it's everybody's

first mega-plot) to a more complex and involved kind of plot, in which the

players don't get handed things on a plate... Ask my PBeM party!

Another classic is the 'recurring enemy'. The low level players

offend/thwart a petty villainess in her first tentative steps towards a

master plan (say, trying to take over a small merchant house in the city).

Villainess is mightily p**sed at this, and proceeds to be a thorn in the

party's side for the next ten levels, gaining experience and power as they

do. Throw in a fatal fascination or two (she is mightily smitten with the

party's paladin, say) or even a family link (one of the party's a relative

of hers) just to add spice, stir well....

Similar to that is the "all-pervasive' enemy, a mysterious shadowy

organisation (say a slave dealing ring) with minor political aspirations

that seems to be everywhere. In the early stages, about one in every two

adventures the party has is generated one way or another by this group, and

slowly the party begins to put two and two together, until at higher level

they are seeking to wipe out this organisation...

Or how about the vengeance quest - an NPC close to the PC's is killed, and

the PC's seek vengeance, following the trail of the NPC's killer through

various places, organisations etc..

Hey, I just thought (I'm typing this on the fly): Combine all four.... NPC

close to PCs is killed because she found out too much about the all

pervasive organisation (APO). PCs start on the vengeance trail, and

inadvertently thwart the recurring villainess (RV) on the way. APO recruits

RV (they share a common cause of wanting the PC's out of the way) - better,

APO assist RV without revealing that they are the APO. Also da bad guy (DBG)

is using APO to further his plans for world domination, plans which RV

doesn't necessarily agree with when she finds out (although it may take the

PCs time to discover this (they may think she works for the APO), and also

to find out what it will take to make her change sides - maybe the NPC is a

relative and the RV mistakenly blames the PCs for her death). Maybe factions

of the APO don't agree with DBG's plan either...

================================================================================

Ship of Undead

Stephen McLeod

mehawk@reed.edu

Short

Fantasy

Quest

Ship

Player has to go on a quest to visit the high holy spot of their Good

deity. In the course of the trip during a sea voyage they are beset upon by

a ship of the undead. Given that the ship's complement is unbeatable, they

disable it at the helm or rudder and leave it to crash on the reefs.

Continue on with visiting the nice deity and when they finally arrive after

whatever other challenges you choose to put in their path (I used lots of

spirit things, including ghosts of monsters they had recently defeated and

of dead friends) they are told by the deity/priests that tho their actions

were commendable they must finish their business with the undead ship. It

seems that since it has grounded on the reefs whatever eldritch energies

went into powering it are now slowly puncturing a hole to the plane of the

undead. In my version, the ship is half filled with water and as the waves

pass over/through it the battles got very messy. In the end it was a second

wheel below decks that was the focus of the power, manned by a gent cursed

for killing women and children on a particular ship he plundered.

================================================================================

Wierdness in Klingon Space

Michael Sandy

mehawk@reed.edu

Short

Sci-Fi

Quest

Space

For weird, have them get a message from StarFleet to patrol into Klingon Space,

(maximum priority command etc...)

Once inside Klingon space, they are no longer able to communicate with Fed

Space, (but may not realize this for a while under comm silence), and discover

no Klingon signals either.

Have them meet another curious ship from another culture which doesn't know

what's going on either. For extra weird, have that ship vaguely resemble the

ship they are in, but with identifiable differences...

Other ways it could turn out:

Actually, it was all the result of a botched experiment in a SuperCloaking

device that temporarily shifted the Klingon Empire out of time for two weeks,

four days, and seventeen minutes from mark...

And now they're back! With several curious Romulan, Fed, and other ships

hovering over their capital planet...

================================================================================

Treasure Inn

Phil Scadden

P.Scadden@gns.cri.nz

Long

Fantasy

Any

Quest

Building

This plot is a low-combat (no combat hopefully) test of the players ingenuity

and other skills. It described for a medieval period but could easily be

transported into most settings.

Outline: The players have a treasure map for stolen gold but on finding the

place, discover an inn has been built over the spot where the gold is buried.

The map describes the location of the treasure as 20 paces towards the river

from a gnarled willow, 2 feet beneath a large flat stone. This is now

manifestly beneath a room in the corner of an inn built on the river flat. The

room is dirt-floored and windowless, being used by the innkeeper as a holding

cell for guests that have exceeded their capacity somewhat and are in need of

protection, or have become belligerent and a nuisance to other customers. The

innkeeper is scrupulously honest and does not "roll" such guests but will

extract payment for any damages. The underground cellar of the inn narrowly

missed uncovering the gold, being under the adjoining room and an excavation

from the near wall would find the treasure after only a few feet of digging. On

the other hand, the innkeeper is not in the habit of letting guests into his

cellar!

Background detail. This outline is particularly set up for characters who have

set themselves up as "the good guys" as it potentially involves an ethical

dilemma if your players enjoy such things.

Location. The Inn is situated on a route junction where a side stream

enters the main river. 2 days up river is the city where the gold originated.

The main route enters a hard gorged section of road below the inn and 6 further

days of travel brings the route to a major port city. The other route continues

up the side stream and over a low pass after a long day's travel in lonely

country. Another day's travel is required to arrive at the small sea port where

the characters will start from. This port town has grown enormously in the last

12 years since a pirate kingdom was destroyed allowing trade to flourish in the

southern ocean. Consequently this side route has grown much more important

allowing the inn to flourish. The innkeeper was a smithy by trade and his

services are valued by travellers. The inn stands by itself with no neighbours

or other business in very underpopulated country which makes it something of an

oddity in the world setting.

History. The gold is a booty from a raid on a goldsmith's shop in the up-

river city 13 years ago. It was a bulk purchase to be shared with other

goldsmiths in the guild and was guarded by an apprentice whom the thief killed,

leaving a widow and 3 children. The thief ran into trouble though with a lame

horse near the inn site, and with the hue and cry close on his tail, he buried

the gold under a large flat stone before fleeing up the then little-used trail

to the small port. He covered his digging further by piling all the excavated

earth (a distinctive red) onto his cloak, then emptying it bushes nearby. His

luck really ran out though when he arrived at the small port and was arrested by

the guard for an earlier murder and was summarily executed. He did however have

time to make the treasure map and gave it to his lover, mother of his 2 year old

son. She would not have a bar of what she correctly guessed was stolen gold

though but is now very sick (beyond the means of the characters to cure). Her

son, now 15, is desperate to help her and has approached the party with the map.

They could be relatives or friends of a party member and the gold would be used

to buy a cure.

In the provost's party, pursuing the thief was the murdered apprentice

goldsmith's brother, a journeyman blacksmith. The party stopped at the route

junction on finding the lame horse while woodsmen in the party tried to find

which route the thief had taken. Answering a call of nature in the bushes, he

found the pile of red earth but told the provost nothing. After it was

discovered that the thief had already been executed but without any gold being

found, he made a shrewd guess about what the thief had done, but failed realise

that the earth had been moved into the bushes which he now turned over in what

rapidly became an obsession. To cover his activities, he built a small smithy to

service travellers coming up the gorge road, which soon became augmented by an

inn as the trade in the southern ocean made the route to the port town more

important while his digging was unfruitful. He even now hasn't given up on

finding the treasure though he seldom is actively digging. His strange obsession

(which he wont reveal) means there are light-hearted stories about him searching

for a rainbow's end, told at his expense by frequent travellers stopping at his

inn. The innkeeper is well-liked and married when his obsession cooled, now

having 5 children helping around the inn. He has also taken in his brothers

destitute widow and children who help out about the inn. The widow helps cook

and brew but this is a bitter come-down from her expectations in marriage to a

goldsmith and she frets for her 16 year-old daughter now serving behind the bar.

Her older sons are competent smiths under the innkeeper's teaching. The family

all share the secret about the possibility of gold buried nearby but none take

this seriously.

The challenge for the players is compounded by fact that it would be very

unusual for anyone to stay more than 1 night so 2 nights without an obvious

excuse. This will result in some pretty blunt queries and suspicion of "casing

the joint" from people used to fending for themselves in an isolated spot.

Stories about the innkeeper's strange diggings will be easily heard but no

one suspects what he is after. A reasonable number of people, many on very good

terms with the keeper will be present on any night, though all will be passing

through.

If players come up with an ingenious scheme for getting the gold out and clear,

then good for them but I would be likely exploit any weakness in their plans to

set up a confrontation with the keeper and the widow. They are very unlikely to

try force unprovoked but will certainly put forward an impassioned case for

their rights to the gold - better life for daughter and sons, years of graft,

etc. Obsessions can be dangerous things though ...

================================================================================

We Go To War

Phil Scadden

P.Scadden@gns.cri.nz

Long

Fantasy

Quest

Guarding

Wilderness

Rural

Castle

Involving players in a war is a pretty sure way to ensure a high combat session

or three. The problem is dealing with effect of a few players in a very large

battlefield. This can be done, but limiting players to attempting "key

objectives" is a good way to control the play. This approach is certainly helped

by a scenario that puts the player characters under the eye of a senior NPC.

Outlined below is an example of players involvement in a short war. In some

parts the players will be caught up in events; in others they have options not

to participate. The events assume both player participation and success right

through and is offered as a possible model that can obviously be modified and

improvised indefinitely. Note that in fact much the player involvement was from

their own ideas. I would always present the situation and see what they do with

it before offering "missions" in guise of a commander. While the events will

unroll whatever the player's action really, it should help their enjoyment to

give tons of feedback on the effect of their actions (good and bad) so they feel

in the centre of activities.

1- First action: assumes the players are mounted. As they approach a road in a

border area, they will notice the odd refugee and ragged army groups on foot

moving away. A grim-looking senior army officer or noble is driving two carts

loaded with incendiaries (oil, naphtha, resin-soaked straw) against the flow.

Questioning anyone will tell of a massive invasion that has pushed in the border

garrisons. The cart commander will request the party assistance, since they are

mounted, in destroying a bridge over a nearby major river. The idea here is to

give the party exposure to a key NPC. The bridge is easily set ready to burn,

but the commander will delay the firing till last minute, allowing as many as

possible of the fleeing garrison troops across first. The border itself is a

mountain ridge and in one to two hours, companies of the invading army will be

seen in the distance on tops of the foothills. A largish company of defenders,

well armed and moving in good order is sighted but suddenly a company of the

cavalry from the enemy vanguard appears. A race to the bridge ensures with the

commander uneasily preparing to fire it. When only hundred metres away, it is

clear the race will be lost and the defenders turn at bay to face the cavalry.

Alone, they are outnumbered and lost, but they look capable ... ? If the party

goes to assist, they may well swing the balance but the commander will

definitely fire the bridge rather than risk it being taken should the fight go

badly ... After 4 rounds of combat, the enemy will suddenly be aware of the

risk of the bridge and try to disengage so as to rush it instead.

2- Under siege: The border defences have fallen back on a powerful fortress,

built in the rough terrain of a mountain range (other side of the valley),

protecting the road to the capital. The enemy army cannot forage through here so

must neutralise the fortress to protect the supply line. The commander of the

fortress however has discerned that the enemy has split with a force going down

valley and the long way round to take the capital by surprise or at least

prevent relief of the fortress. He decides to take a large force of mountain-

hardy locals through less-known routes to harry and hopefully stop this thrust

but this will leave the fortress very lightly manned. Players will not be locals

so will remain in the fortress. The man they helped at the bridge now commands

the fortress and will request them so they can help him with any ideas to make

it seem the fortress has more men than it really has. The enemy army has been

delayed crossing the river but all too soon they arrive. The fortress' outer

wall has no moat but is too high for scaling ladders or grapples. The gate is

both powerful and a cunningly made death-trap. It opens into a gated courtyard

that would quickly be a killing ground if the main gate is forced.

Early stage ideas:

Players discover enemy magicians using some levitation or flying power in an

attempt to fix ropes on the wall.

A magically- or psionically- powerful party might like to battle enemy sorcerers

from spying, attempting to kill the commander etc.

Enemy might attempt parley with some bribe the GM knows might tempt the party.

Serious stuff: With no easy way in, the enemy gets constructing. Siege towers go

up which are well protected with fire-proofing to the front (ie water-soaked

wool, constantly dowsed). There are not enough forces inside to properly defend

the wall from these so this is serious. After anxiously watching a few days, the

commander decides a night-sally to fire them from behind is needed as they near

completion. A very powerful party might attack several, otherwise they will be

one of several parties sent out at midnight to attack. If one of several, they

will have to address coordination of the attacks.

3- Relief: The old commander's gamble pays off and he successfully grinds the

flanking force to a halt and by message has warned the prince of it. He now

hurries back, while the prince sends most of his cavalry to engage this much-

delayed enemy and is able to gather a large relieving infantry force to aid the

fortress. The fortress gains hope from sudden movement in the enemy camps as a

defensive line is marshalled at right angle to the fortress to meet the threat.

Battle is joined but the fortress takes no part to begin with to avoid risk of

losing the gate. A sally force is prepared though and party is expected to be in

it. The arrival of the old commander with the remnants of his force at midday

forces the enemy flank so their line is slowly turned with its back to the

fortress. The enemy standard is right is front of the gate when the Prince

launches a furious attack on the centre. It is time for the sally. The players

are detailed to bring down the standard, others will chase the enemy general.

For a powerful party, the standard will be defended by enemies champions. The

standard will also be protected by anti-magic spells and possibly a duty

sorcerer.

If the players succeed, then the enemy army will collapse into a rout, though

the Prince doesn't have cavalry to exploit this much. If they fail, the enemy

will withdraw in good order though this probably wont interest the player

characters much. :-)

This scenario throws the players into a full-scale battle with a specific goal

and few gaming systems have rules for this so here are my ideas. The trick for

the GM is to create the battle about the players in an interesting way without

setting up a wargame table. I think the "fog of war" makes this possible - the

GM only has to describe the action in the immediate area about the players. You

can use the following table of results for a 6 sided dice to help lubricate the

imagination, thrown every few combat rounds.

1 Appearance of cavalry at charge range.

2 Troops on a flank of players collapse.

3 Troops ap